/Engine/Source/Runtime/Engine/Public/SkeletalMeshReductionSettings.h
FSkeletalMeshOptimizationSettings- The settings used to optimize a skeletal mesh LOD.
struct FSkeletalMeshOptimizationSettings
int32
BaseLOD
Base LOD index to generate this LOD.
uint8:  1
bEnforceBoneBoundaries
Penalize edge collapse between vertices that have different major bones.
uint8:  1
bLockColorBounaries
Disallow edge collapse when the vertices do not have a common color
uint8:  1
bLockEdges
Preserve cuts in the mesh surface by locking vertices in place.
uint8:  1
bMergeCoincidentVertBones
If enabled this option make sure vertices that share the same location (e.g. UV boundaries) have the same bone weights.
uint8: 1
bRecalcNormals
Whether Normal smoothing groups should be preserved.
uint8: 1
bRemapMorphTargets
Remap the morph targets from the base LOD onto the reduce LOD.
int32
MaxBonesPerVertex
Maximum number of bones that can be assigned to each vertex.
float
MaxDeviationPercentage
If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere.
uint32
MaxNumOfTriangles
The maximum number of triangles to retain
uint32
MaxNumOfTrianglesPercentage
The maximum number of triangles to retain when using percentage termination criterion.
uint32
MaxNumOfVerts
The maximum number of vertices to retain
uint32
MaxNumOfVertsPercentage
The maximum number of vertices to retain when using percentage termination criterion.
float
NormalsThreshold
If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles.
float
NumOfTrianglesPercentage
The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent
float
NumOfVertPercentage
The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent
FOnDeleteLODMod...
OnDeleteLODModelDelegate
Transient mutable delegate. If the delegate is bound, the reduction will call it instead of deleting the replaced LODModel. It will be then the delegate owner responsible of the LODModel memory.
TEnumAsByte< en...
ReductionMethod
The method to use when optimizing the skeletal mesh LOD
TEnumAsByte< en...
ShadingImportance
How important shading quality is.
TEnumAsByte< en...
SilhouetteImportance
How important the shape of the geometry is.
TEnumAsByte< en...
SkinningImportance
How important skinning quality is.
TEnumAsByte< en...
TerminationCriterion
The method to use when optimizing the skeletal mesh LOD
TEnumAsByte< en...
TextureImportance
How important texture density is.
float
VolumeImportance
Default value of 1 attempts to preserve volume.
float
WeldingThreshold
The welding threshold distance. Vertices under this distance will be welded.